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Jeremy Sandell  committed e5a7b19

fixed typo in material_get_lod_index declaration

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  • Parent commits 579fcb1

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Files changed (4)

File contrib/d2/import/llcoi/ogre_interface.d

 //TODO: LodValueIterator getLodValueIterator() const
 //TODO: LodValueIterator getUserLodValueIterator() const
 //ushort getLodIndex(Real value) const
-void material_get_lod_index(const MaterialHandle handle, coiReal value);
+ushort material_get_lod_index(const MaterialHandle handle, coiReal value);
 //TODO: const LodStrategy *getLodStrategy() const
 //TODO: void setLodStrategy(LodStrategy *lodStrategy)
 //void touch() 

File contrib/d2/import/llcoi/ogre_interface.di

 //TODO: LodValueIterator getLodValueIterator() const
 //TODO: LodValueIterator getUserLodValueIterator() const
 //ushort getLodIndex(Real value) const
-void material_get_lod_index(const MaterialHandle handle, coiReal value);
+ushort material_get_lod_index(const MaterialHandle handle, coiReal value);
 //TODO: const LodStrategy *getLodStrategy() const
 //TODO: void setLodStrategy(LodStrategy *lodStrategy)
 //void touch() 

File interface/include/material_bind.h

 //TODO: LodValueIterator getLodValueIterator() const
 //TODO: LodValueIterator getUserLodValueIterator() const
 //ushort getLodIndex(Real value) const
-DLL void material_get_lod_index(const MaterialHandle handle, coiReal value);
+DLL unsigned short material_get_lod_index(const MaterialHandle handle, coiReal value);
 //TODO: const LodStrategy *getLodStrategy() const
 //TODO: void setLodStrategy(LodStrategy *lodStrategy)
 //void touch() 

File interface/source/material_bind.cpp

  ******************************************************************************/
 
 #include "material_bind.h"
+#include "binding_utils.h"
 
+//Material(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0)
+//~Material()
+void destroy_material(MaterialHandle handle);
+//Material& operator=( const Material& rhs )
+//bool isTransparent() const
+int material_is_transparent(const MaterialHandle handle);
+//void setReceiveShadows(bool enabled) 
+void material_set_receive_shadows(MaterialHandle handle);
+//bool getReceiveShadows() const 
+int material_get_receive_shadows(const MaterialHandle handle);
+//void setTransparencyCastsShadows(bool enabled)
+void material_set_transparency_casts_shadows(MaterialHandle handle, int enabled);
+//bool getTransparencyCastsShadows() const
+int material_get_transparency_casts_shadows(const MaterialHandle handle);
+//Technique* createTechnique()
+TechniqueHandle material_create_technique(MaterialHandle handle);
+//Technique* getTechnique(unsigned short index)
+TechniqueHandle material_get_technique_by_index(MaterialHandle handle, unsigned short index);
+//Technique* getTechnique(const String& name)
+TechniqueHandle material_get_technique_by_name(MaterialHandle handle, const char* name);
+//unsigned short getNumTechniques() const
+unsigned short material_get_num_techniques(const MaterialHandle handle);
+//void removeTechnique(unsigned short index);		
+void material_remove_technique(MaterialHandle handle, unsigned short index);
+//void removeAllTechniques()
+void material_remove_all_techniques(MaterialHandle handle);
+//typedef VectorIterator<Techniques> TechniqueIterator
+//TODO: TechniqueIterator getTechniqueIterator()
+//TODO: TechniqueIterator getSupportedTechniqueIterator()
+//Technique* getSupportedTechnique(unsigned short index)
+TechniqueHandle material_get_supported_technique(MaterialHandle handle, unsigned short index);
+//unsigned short getNumSupportedTechniques() const
+unsigned short material_get_num_supported_techniques(const MaterialHandle handle);
+//const String& getUnsupportedTechniquesExplanation() const
+const char* material_get_unsupported_techniques_explanation(const MaterialHandle handle);
+//unsigned short getNumLodLevels(unsigned short schemeIndex) const
+unsigned short material_get_num_lod_levels_by_index(const MaterialHandle handle, unsigned short scheme_index);
+//unsigned short getNumLodLevels(const String& schemeName) const
+unsigned short material_get_num_lod_levels_by_name(const MaterialHandle handle, const char* scheme_name);
+//Technique* getBestTechnique(unsigned short lodIndex = 0, const Renderable* rend = 0)
+TechniqueHandle material_get_best_technique(MaterialHandle handle,  unsigned short lod_index, const RenderableHandle rend);
+//MaterialPtr clone(const String& newName, bool changeGroup = false,  const String& newGroup = StringUtil::BLANK) const
+MaterialPtrHandle material_clone(const MaterialHandle handle, const char* new_name, int change_group, const char* new_group);
+//void copyDetailsTo(MaterialPtr& mat) const
+void material_copy_details_to(const MaterialHandle handle, MaterialPtrHandle mat);
+//void compile(bool autoManageTextureUnits = true)
+void material_compile(MaterialHandle handle, int auto_manage_texture_units);
+//void setPointSize(Real ps)
+void material_set_point_size(MaterialHandle handle, coiReal ps);
+//void setAmbient(Real red, Real green, Real blue)
+void material_set_ambient_rgb(MaterialHandle handle, coiReal red, coiReal green, coiReal blue);
+//void setAmbient(const ColourValue& ambient)
+void material_set_ambient(MaterialHandle handle, const coiColourValue* ambient);
+//void setDiffuse(Real red, Real green, Real blue, Real alpha)
+void material_set_diffuse_rgba(MaterialHandle handle, coiReal red, coiReal green, coiReal blue, coiReal alpha);
+//void setDiffuse(const ColourValue& diffuse)
+void material_set_diffuse(MaterialHandle handle, const coiColourValue* diffuse);
+//void setSpecular(Real red, Real green, Real blue, Real alpha)
+void material_set_specular_rgba(MaterialHandle handle, coiReal red, coiReal green, coiReal blue, coiReal alpha);
+//void setSpecular(const ColourValue& specular)
+void material_set_specular(MaterialHandle handle, const coiColourValue* specular);
+//void setShininess(Real val)
+void material_set_shininess(MaterialHandle handle, coiReal val);
+//void setSelfIllumination(Real red, Real green, Real blue)
+void material_set_self_illumination_rgb(MaterialHandle handle, coiReal red, coiReal green, coiReal blue);
+//void setSelfIllumination(const ColourValue& selfIllum)
+void material_set_self_illumination(MaterialHandle handle, const coiColourValue* self_illum);
+//void setDepthCheckEnabled(bool enabled)
+void material_set_depth_check_enabled(MaterialHandle handle, int enabled);
+//void setDepthWriteEnabled(bool enabled)
+void material_set_depth_write_enabled(MaterialHandle handle, int enabled);
+//void setDepthFunction( CompareFunction func )
+void material_set_depth_function(MaterialHandle handle, compare_function func);
+//void setColourWriteEnabled(bool enabled)
+void material_set_colour_write_enabled(MaterialHandle handle, int enabled);
+//void setCullingMode( CullingMode mode )
+void material_set_culling_mode(MaterialHandle handle, culling_mode mode);
+//void setManualCullingMode( ManualCullingMode mode )
+void material_set_manual_culling_mode(MaterialHandle handle, manual_culling_mode mode);
+//void setLightingEnabled(bool enabled)
+void material_set_lighting_enabled(MaterialHandle handle, int enabled);
+//void setShadingMode( ShadeOptions mode )
+void material_set_shading_mode(MaterialHandle handle, shade_options mode);
+//void setFog(bool overrideScene,  FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White, Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 )
+void material_set_fog(MaterialHandle handle, int overrride_scene, fog_mode mode, const coiColourValue* colour, coiReal exp_density, coiReal linear_start, coiReal linear_end);
+//void setDepthBias(float constantBias, float slopeScaleBias)
+void material_set_depth_bias(MaterialHandle handle, float constant_bias, float slope_scale_bias);
+//void setTextureFiltering(TextureFilterOptions filterType)
+void material_set_texture_filtering(MaterialHandle handle, texture_filter_options filter_type);
+//void setTextureAnisotropy(int maxAniso)
+void material_set_texture_anisotropy(MaterialHandle handle, int max_aniso);
+//void setSceneBlending( const SceneBlendType sbt )
+void material_set_scene_blending(MaterialHandle handle, const scene_blend_type sbt);
+//void setSeparateSceneBlending( const SceneBlendType sbt, const SceneBlendType sbta )
+void material_set_separate_scene_blending(MaterialHandle handle, const scene_blend_type sbt, const scene_blend_type sbta);
+//void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
+void material_set_scene_blending_ex(MaterialHandle handle, const scene_blend_factor source_factor, const scene_blend_factor dest_factor);
+//void setSeparateSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha)
+void material_set_separate_scene_blending_ex(MaterialHandle handle, const scene_blend_factor source_factor, const scene_blend_factor dest_factor, const scene_blend_factor source_factor_alpha, const scene_blend_factor dest_factor_alpha);
+//void _notifyNeedsRecompile()
+void material__notify_needs_recompile(MaterialHandle handle);
+//void setLodLevels(const LodValueList& lodValues)
+void material_set_lod_levels(MaterialHandle handle, coiReal lod_values[], size_t lod_count);
+//TODO: LodValueIterator getLodValueIterator() const
+//TODO: LodValueIterator getUserLodValueIterator() const
+//ushort getLodIndex(Real value) const
+unsigned short material_get_lod_index(const MaterialHandle handle, coiReal value);
+//TODO: const LodStrategy *getLodStrategy() const
+//TODO: void setLodStrategy(LodStrategy *lodStrategy)
+//void touch() 
+void material_touch(MaterialHandle handle);
+//bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const
+int material_apply_texture_aliases(const MaterialHandle handle, const NameValuePairListHandle alias_list, int apply);
+//bool getCompilationRequired() const
+int material_get_compilation_required(const MaterialHandle handle);
 
+//Material(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0)
+//~Material()
+void destroy_material(MaterialHandle handle);
+//Material& operator=( const Material& rhs )
+//bool isTransparent() const
+int material_is_transparent(const MaterialHandle handle);
+//void setReceiveShadows(bool enabled) 
+void material_set_receive_shadows(MaterialHandle handle);
+//bool getReceiveShadows() const 
+int material_get_receive_shadows(const MaterialHandle handle);
+//void setTransparencyCastsShadows(bool enabled)
+void material_set_transparency_casts_shadows(MaterialHandle handle, int enabled);
+//bool getTransparencyCastsShadows() const
+int material_get_transparency_casts_shadows(const MaterialHandle handle);
+//Technique* createTechnique()
+TechniqueHandle material_create_technique(MaterialHandle handle);
+//Technique* getTechnique(unsigned short index)
+TechniqueHandle material_get_technique_by_index(MaterialHandle handle, unsigned short index);
+//Technique* getTechnique(const String& name)
+TechniqueHandle material_get_technique_by_name(MaterialHandle handle, const char* name);
+//unsigned short getNumTechniques() const
+unsigned short material_get_num_techniques(const MaterialHandle handle);
+//void removeTechnique(unsigned short index);		
+void material_remove_technique(MaterialHandle handle, unsigned short index);
+//void removeAllTechniques()
+void material_remove_all_techniques(MaterialHandle handle);
+//typedef VectorIterator<Techniques> TechniqueIterator
+//TODO: TechniqueIterator getTechniqueIterator()
+//TODO: TechniqueIterator getSupportedTechniqueIterator()
+//Technique* getSupportedTechnique(unsigned short index)
+TechniqueHandle material_get_supported_technique(MaterialHandle handle, unsigned short index);
+//unsigned short getNumSupportedTechniques() const
+unsigned short material_get_num_supported_techniques(const MaterialHandle handle);
+//const String& getUnsupportedTechniquesExplanation() const
+const char* material_get_unsupported_techniques_explanation(const MaterialHandle handle);
+//unsigned short getNumLodLevels(unsigned short schemeIndex) const
+unsigned short material_get_num_lod_levels_by_index(const MaterialHandle handle, unsigned short scheme_index);
+//unsigned short getNumLodLevels(const String& schemeName) const
+unsigned short material_get_num_lod_levels_by_name(const MaterialHandle handle, const char* scheme_name);
+//Technique* getBestTechnique(unsigned short lodIndex = 0, const Renderable* rend = 0)
+TechniqueHandle material_get_best_technique(MaterialHandle handle,  unsigned short lod_index, const RenderableHandle rend);
+//MaterialPtr clone(const String& newName, bool changeGroup = false,  const String& newGroup = StringUtil::BLANK) const
+MaterialPtrHandle material_clone(const MaterialHandle handle, const char* new_name, int change_group, const char* new_group);
+//void copyDetailsTo(MaterialPtr& mat) const
+void material_copy_details_to(const MaterialHandle handle, MaterialPtrHandle mat);
+//void compile(bool autoManageTextureUnits = true)
+void material_compile(MaterialHandle handle, int auto_manage_texture_units);
+//void setPointSize(Real ps)
+void material_set_point_size(MaterialHandle handle, coiReal ps);
+//void setAmbient(Real red, Real green, Real blue)
+void material_set_ambient_rgb(MaterialHandle handle, coiReal red, coiReal green, coiReal blue);
+//void setAmbient(const ColourValue& ambient)
+void material_set_ambient(MaterialHandle handle, const coiColourValue* ambient);
+//void setDiffuse(Real red, Real green, Real blue, Real alpha)
+void material_set_diffuse_rgba(MaterialHandle handle, coiReal red, coiReal green, coiReal blue, coiReal alpha);
+//void setDiffuse(const ColourValue& diffuse)
+void material_set_diffuse(MaterialHandle handle, const coiColourValue* diffuse);
+//void setSpecular(Real red, Real green, Real blue, Real alpha)
+void material_set_specular_rgba(MaterialHandle handle, coiReal red, coiReal green, coiReal blue, coiReal alpha);
+//void setSpecular(const ColourValue& specular)
+void material_set_specular(MaterialHandle handle, const coiColourValue* specular);
+//void setShininess(Real val)
+void material_set_shininess(MaterialHandle handle, coiReal val);
+//void setSelfIllumination(Real red, Real green, Real blue)
+void material_set_self_illumination_rgb(MaterialHandle handle, coiReal red, coiReal green, coiReal blue);
+//void setSelfIllumination(const ColourValue& selfIllum)
+void material_set_self_illumination(MaterialHandle handle, const coiColourValue* self_illum);
+//void setDepthCheckEnabled(bool enabled)
+void material_set_depth_check_enabled(MaterialHandle handle, int enabled);
+//void setDepthWriteEnabled(bool enabled)
+void material_set_depth_write_enabled(MaterialHandle handle, int enabled);
+//void setDepthFunction( CompareFunction func )
+void material_set_depth_function(MaterialHandle handle, compare_function func);
+//void setColourWriteEnabled(bool enabled)
+void material_set_colour_write_enabled(MaterialHandle handle, int enabled);
+//void setCullingMode( CullingMode mode )
+void material_set_culling_mode(MaterialHandle handle, culling_mode mode);
+//void setManualCullingMode( ManualCullingMode mode )
+void material_set_manual_culling_mode(MaterialHandle handle, manual_culling_mode mode);
+//void setLightingEnabled(bool enabled)
+void material_set_lighting_enabled(MaterialHandle handle, int enabled);
+//void setShadingMode( ShadeOptions mode )
+void material_set_shading_mode(MaterialHandle handle, shade_options mode);
+//void setFog(bool overrideScene,  FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White, Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 )
+void material_set_fog(MaterialHandle handle, int overrride_scene, fog_mode mode, const coiColourValue* colour, coiReal exp_density, coiReal linear_start, coiReal linear_end);
+//void setDepthBias(float constantBias, float slopeScaleBias)
+void material_set_depth_bias(MaterialHandle handle, float constant_bias, float slope_scale_bias);
+//void setTextureFiltering(TextureFilterOptions filterType)
+void material_set_texture_filtering(MaterialHandle handle, texture_filter_options filter_type);
+//void setTextureAnisotropy(int maxAniso)
+void material_set_texture_anisotropy(MaterialHandle handle, int max_aniso);
+//void setSceneBlending( const SceneBlendType sbt )
+void material_set_scene_blending(MaterialHandle handle, const scene_blend_type sbt);
+//void setSeparateSceneBlending( const SceneBlendType sbt, const SceneBlendType sbta )
+void material_set_separate_scene_blending(MaterialHandle handle, const scene_blend_type sbt, const scene_blend_type sbta);
+//void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
+void material_set_scene_blending_ex(MaterialHandle handle, const scene_blend_factor source_factor, const scene_blend_factor dest_factor);
+//void setSeparateSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha)
+void material_set_separate_scene_blending_ex(MaterialHandle handle, const scene_blend_factor source_factor, const scene_blend_factor dest_factor, const scene_blend_factor source_factor_alpha, const scene_blend_factor dest_factor_alpha);
+//void _notifyNeedsRecompile()
+void material__notify_needs_recompile(MaterialHandle handle);
+//void setLodLevels(const LodValueList& lodValues)
+void material_set_lod_levels(MaterialHandle handle, coiReal lod_values[], size_t lod_count);
+//TODO: LodValueIterator getLodValueIterator() const
+//TODO: LodValueIterator getUserLodValueIterator() const
+//ushort getLodIndex(Real value) const
+unsigned short material_get_lod_index(const MaterialHandle handle, coiReal value);
+//TODO: const LodStrategy *getLodStrategy() const
+//TODO: void setLodStrategy(LodStrategy *lodStrategy)
+//void touch() 
+void material_touch(MaterialHandle handle);
+//bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const
+int material_apply_texture_aliases(const MaterialHandle handle, const NameValuePairListHandle alias_list, int apply);
+//bool getCompilationRequired() const
+int material_get_compilation_required(const MaterialHandle handle);